Electronic game with actions based on real statistics

ABSTRACT

Sports based computer game, e.g., football game, is played using data from actual games. Updates are received about new information from more recent games. Each game is divided into plays, and each play is characterized so that the play can be replayed on the game. Characteristics of the plays can be changed to simulate what is scenarios.

BACKGROUND

Different kinds of computer-based games can be played over computers ofdifferent types including general purpose computers, and special purposecomputers such as gaming consoles such as the Sony Playstation, orNintendo Wii. Many of these are user-controlled games, which allow theuser to take control of certain aspects of the game. Team games, forexample, may allow the user or users to control actions of certainplayers.

SUMMARY

An embodiment describes a sports based game in which statistics of realactions that have occurred in real world sports events are obtained by astorage associated with the playing of the game, and used to controlactions in the computer based game based on actions that occur in thereal world sports events.

An embodiment describes a football game which stores informationindicative of game play, including information indicative of individualplays during the game, information of statistics during the game, e.g.,statistics as a function of other features, e.g., players, time, etc,which defines an analogous statistic to the way things happen in realfootball games.

One aspect describes updating the game to provide statistics of recentlyplayed games in order to determine the statistics.

Another aspect describes using recently played games to set parametersfor the games that are played.

Another aspect defines ways to avoid pirating of the software.

BRIEF DESCRIPTION OF THE DRAWINGS

In the Drawings:

FIG. 1 shows a computer and the screen shown by that computer;

FIG. 2 shows a play in action; and

FIG. 3 illustrates aiming.

DETAILED DESCRIPTION

The present application describes a football game, played usingstatistical techniques which are obtained from real gameplay. While theabove refers to American football, it should be understood that thesesame techniques can be used in any sport including but not limited tosoccer, rugby, hockey, baseball, tennis, volleyball, or any other gamewhich has the capability of being played in the real world, and whichalso allows simulated playing on a computer.

A system 99 includes a display screen 100 driven by an output from acomputer 130. The screen shows features and actions that are based oninformation that is created by the computer 130, e.g., by a video chipor card 129 within the computer 130. The screen may show players such as102, e.g., from different teams. The first team 110 is shown facing theplayers from second team 120. These players are controlled on the screenbased on controls from a user interface 140 associated with computer130.

The computer 130 can be for example a game console such as the SonyPlayStation, or alternatively can be a personal computer or any otherkind of computer. The user interface can be a mouse or gamingcontroller, or any other device that is capable of accepting commands.The computer operates based on information in memory 131, which can besolid state memory, a hard drive or other source of nonvolatileread/write memory. This may also include a read only memory reader, fora CD or other type device. The memory 131 in this embodiment may storeinformation about specific game plays.

The computer also includes a capability of obtaining updates, here showngenerally as 132. Different ways of obtaining the updates arecontemplated according to the embodiments. The computer may be connectedto the Internet 133 either via a wire or wirelessly. The Internetconnection can be a cell phone connection, for example, a Bluetoothconnection, or any other connection. The updates maybe obtained over thenetwork connection. In one embodiment, the entire game may be playedover a network, and the updates are obtained as part of playing the gameover the network.

Alternatively, the update device 133 can accept external memory, e.g.,CDs or USB memories, or other non-volatile memory, which plug-in andreceive updates from the system about more recent statistics to use aspart of the game play shown generally as 99.

In an embodiment, plays which were made recently, e.g., in recent games,are organized into a form that describes those plays and allows usinginformation from those plays to form play within the computer game. Inone embodiment, a user may have selection over the parts from the recentplays can be used. Another embodiment may select this, or do itrandomly. Information from recent plays can include, for example, run vsthrow, distance of the run or throw, formation of the offensive ordefensive line, the specific “play”, e.g., movement and location of theplayers and the paths that they follow, effectiveness of the offensiveand/or defensive line, and others.

For example, during football season, each of the 32 NFL teams may play agame, meaning 16 games per week. An average football game has 125 plays,each lasting an average of 7 seconds. Each side has 11 players on thefield for each game. Therefore, the following data is accumulated foreach “play” of the game:

-   -   play number    -   ball location    -   location of each player over time    -   strength of each player relative to other players who come into        contact with that player.    -   effectiveness of the player in their action, e.g., did they        block correctly, carry the ball correctly, catch or throw the        ball correctly?

Each of these plays are either successful or unsuccessful. The way inwhich they are successful or unsuccessful depends upon the reaction ofthe other team to the play. The plays may be offensive or defensive.Maneuvers during the offensive plays may include ways to pass, running,fakes, laterals etc. The defense of plays may also have an aspect, forexample there may be blitzes, number of men on the line, etc.

In addition, other parameters may be relevant, such as a player'sstatistics against a specific against team, the dates, the weather, andthe like.

Each movement of each player within the play is monitored and graphedinto a form that represents the player's action during the play. FIG. 1shows a representation of the playing field used for forming thesimulated game, and also for monitoring the game. For each timeinterval, e.g., each 0.2 second, each player's movements are mapped.These movements may be defined in terms of Cartesian coordinatesrelative to the origin, where the origin can be the point of scrimmagerepresented by 0,0, and a coordinate system can be defined with x axis122, and y axis 124.

The position of each player is monitoring throughout the play. Theposition of the ball is also set, e.g., by a bit or flag indicating ballpositions, or by a separate variable.

All of this is organized into a data structure or “database” ofinformation about plays that actually occurred during actual games. Thedatabase is stored in memory 131, updated periodically from updateelement 132. This has information on where everybody was during thatplay, the “result” (gain, loss, interception, incomplete pass, penalty)and other information about the play. According to the embodiment, laterpeople can replay that play, and carry out various operations when theyreplay that play. Different ways of using the “actual game information”are described herein.

One option is to choose the plays. The members 102 of teams 100 and 120reenact the play exactly. When you reenact the play exactly, you mayhave exactly the same results as the original play. For example this mayresult in an interception, a gain of 10 yards, a loss of 2 yards,whatever the database 132 indicates as the “result”. That could be usedjust as a matter of replaying the game.

Another embodiment may store actual video of the plays, to allowstudying/watching the actual video along with watching or playing thegame. For example, the video may be played in a picture-in-picturemanner with the game itself.

Different parts of the plays can be changed to simulate the result. Forexample, when watching the game you may notice that you think certainthings should have been done differently. The system may give you theoption to edit parts of the play. For example, a play may be as shown inthe screen of FIG. 2 where you see a quarterback 200 getting the ball,and at time t=2, passing the ball to player number x, who at time t=3.2is at the location 202 in order to receive the ball. However, there mayalso be defenders such as 204 and 206 who were close to player X whenthey reached the reception point 202. One aspect allows a player toselect any aspect or area to change and simulate what might havehappened. For example, you might be able to select the point 200 to anddrag that to a different location shown by the arrow 208. The playercould select the time T=3.2 and change that to a different time. Theplayer can select the defenders and make them disappear, or makeadditional defenders appear.

For example, if there was a blocked pass, the player could move orremove the defender that blocked the pass. The play could be simulatedwithout that defender.

The gameplay operates according to statistics stored in the memory 131.These statistics may keep actual track of the fact that when a receivergets to a point such as 202, and has quarterback 200, and specifiedtypes of defenders, then the pass will be received 78% of the time(using the hypothetical statistic here of 78%). Statistics from theactual game or from any subset of games, e.g., all games, all gamesbetween these teams, etc can be used. These statistics from the databaseto decide whether a pass is completed or not. Then, the pass will becompleted 78% of the time. However, the pass completion value may gethigher if you only have one defender, for example it may get to 99% ifyou only have one defender. Alternatively, the statistics may set whichplays allow passes can be received.

The characteristics of the play can also be used—for example in theabove example where the defender is removed, other defenders may move toopen spots according to their statistical likelihood of covering openareas.

Another aspect is that the game player can choose the differentpercentages.

Another “mode” is called the beat the percentages mode. For example,during the game, any time a receiver got to a location within 3 secondsto get to a specified point on the field, got away from the defenders,the ball was received. In this mode of the game, if you do that within 3seconds in the framework of the actual plays that were occurring inactual games, you will always catch the ball.

FIG. 2 illustrates how different aspects can be planned, but inaddition, it is possible for the user to zoom first-person control ofany one of the characters. Since a user can not easily assumefirst-person control of multiple characters at once, it may be desirableto set different characteristics that are going to occur, for exampleinform the system what is going to happen when the quarterback is goingto throw, and allow the user to use their system to control the actualposition of the receiver. For example, the quarterback is going to throwat time t=3 seconds, and the defense is going to be some defense thatoccurred in an actual game. The game player's job then is to get free ofthe defenders, while keeping in mind that the defenders will act likethe real defenders did in that real play.

The game can be made more fun by changing difficulty levels, for examplemaking it easier to play against certain defenders.

When playing the game, the other team reacts based on how the real otherteam reacted in some games, either randomly in some previous game, or inthe most recent game, however you select. The user can also select anumber of other characteristics, as part of the game, as shown in FIG.2. For example, the user can select the against team, how often do Iwant to win; where this can be always, unless I make a blunder in theplay, and do we carry blunders onto other plays. Selections can also berandomized so that the system selects some variables at random.

Each player's movement is described in terms of x and y positions asshown in FIG. 2. The system also maintains rules about intersectionswhen you are controlling a character, getting near another character mayallow a handoff. As long as you are controlling certain characters whohave the ball, and are in a possible location, you can allow throwingaccording to rules. The throwing can use the mouse or trackball or gamecontroller.

Another embodiment may allow mixing players from different teams andusing statistics from actual games associated with those players, toplay a game with hand picked players and teams.

Another aspect may allow a kung fu control, where during certain partsof the play, everything including motions of all players, and playbackof videos of actual play if any, occurs in slower motion, e.g., ½ or ¼motion. This may happen automatically at certain actions, e.g., when youstart to aim, and you are controlling the quarterback, everything mayslow down.

According to one aspect, the controlling with the aim may allow tiltingthe mouse or controller back and forth as shown in FIG. 3. By tiltingthe mouse or trackball, the direction of tilt sets the direction inwhich the ball will be thrown such as 302. During the aiming, anothermotion sets the range of throw. There may be a number of receiverswithin the area of throwing, shown as 305, 306, 307. When the properarea of throwing is set, a receiver becomes bolded, that is when thetrackball is set properly so that the arrow 302 is facing right at thereceiver 307, then the receiver 307 becomes bolded.

Another mode may automatically aim at the play recipient, in order tosimplify the game.

During another mode, the player sets in advance all the options theywant, including throw/run, who to receive, or which or multiplereceivers can receive depending on who is open, when, and other options.The user may then just watch, or may override the play if the coveragechanges. In one embodiment, the user may pause the play and re-set theparameters, e.g., change to handoff when the player sees an opening.

Receivers may receive the ball as a function of coverage and statisticsaccording to game parameters as set. One statistic is that you will makea good reception if you are a distance x from a defender. You can alsoset the computers to follow statistics, e.g., to receive only incircumstances that the receiver received in the real game. In an easymode of the game, you can set the receiver to always receive the ballthat is thrown so long as that wall is thrown properly.

The statistics in all forms are the same according to game stats, wherethe game stats can be overall, just in the last game, or according toany game, how often does player X successfully do something as afunction of number of defenders, time to do it, and any other parameterof the game. This can include receivers, quarterbacks, runners, andeverything else.

A runner may statistically get 2.6 yards, with a standard deviation of 4yards, which may depend entirely upon the defense's posture and playadopted by the defense. That play can be set by the user, can be setstatistically, or otherwise.

One important advantage of this system is that it requires updates, andthe updates can force the user to validate themselves to a systemcomputer. This can be used to prevent pirating of software. Whilepirating of the software is of course an important issue in anyjurisdiction, it is noted that certain jurisdictions such as SouthAmerica seem to have defacto acceptance of pirated software. One of theimportant parts of this game is the fun that is obtained from gettingnew statistics, the ability to follow previous games, the ability tohave people act like they did in previous games. If a player is “hot”,that player can be hot in the game. If a player is not so hot, thatplayer can be not in the game. You can play a game or replay a game theway you would have liked your team to have actually done in the game.You can replay certain plays with “what if” scenarios.

All these things are possible because of the updates. Pirated softwaremight not be available to get the updates.

The general structure and techniques, and more specific embodimentswhich can be used to effect different ways of carrying out the moregeneral goals are described herein.

Although only a few embodiments have been disclosed in detail above,other embodiments are possible and the inventors intend these to beencompassed within this specification. The specification describesspecific examples to accomplish a more general goal that may beaccomplished in another way. This disclosure is intended to beexemplary, and the claims are intended to cover any modification oralternative which might be predictable to a person having ordinary skillin the art. For example, while the above describes certain kinds ofoperation over the internet, any other way of interacting via a sharednetwork can be similarly done in this way. Another embodiment mayoperate over a wholly internet and/or wireless system, or other kinds ofgaming systems. The techniques disclosed herein can be used with othersports, including baseball, in which pitches and hits can becharacterized from real games; tennis, in which volleys and the kinds ofreturns can be characterized, soccer, in which player speed and defensecan be characterized, and any other game.

Also, the inventors intend that only those claims which use the words“means for” are intended to be interpreted under 35 USC 112, sixthparagraph. Moreover, no limitations from the specification are intendedto be read into any claims, unless those limitations are expresslyincluded in the claims. The computers described herein may be any kindof computer, either general purpose, or some specific purpose computersuch as a workstation. The computer may be an Intel (e.g., Pentium orCore 2 duo) or AMD based computer, running Windows XP or Linux, or maybe a Macintosh computer. The computer may also be a laptop.

The programs may be written in C or Python, or Java, Brew or any otherprogramming language. The programs may be resident on a storage medium,e.g., magnetic or optical, e.g. the computer hard drive, a removabledisk or media such as a memory stick or SD media, wired or wirelessnetwork based or Bluetooth based Network Attached Storage (NAS), orother removable medium or other removable medium. The programs may alsobe run over a network, for example, with a server or other machinesending signals to the local machine, which allows the local machine tocarry out the operations described herein.

Where a specific numerical value is mentioned herein, it should beconsidered that the value may be increased or decreased by 20%, whilestill staying within the teachings of the present application, unlesssome different range is specifically mentioned. Where a specifiedlogical sense is used, the opposite logical sense is also intended to beencompassed.

1. A system, comprising: a storage unit, including a non-transitorymedium storing information indicative of actions that occurred duringactual games of a sports game; an update unit, receiving new informationabout actions that occurred during actual games of the sports game andstoring said new information in said storage unit; and a game playingcomputer, accepting inputs indicative of game play of a simulated sportsgame, and producing an output that allows viewing the simulated sportsgame that is played using said inputs and also using said informationfrom said storage unit and said new information from said storage unit,and where said game is also played by running a program using saidcomputer and said storage unit on said non-transitory medium and usingsaid inputs, said information, and said new information.
 2. A system asin claim 1, wherein said actual games are professional sports games. 3.A system as in claim 1, wherein said actual games are games of teamplay, and said actions include movements of each of a plurality ofplayers for the game.
 4. A system as in claim 1, wherein said actionsinclude an indication of whether each specified action had a successfulresult within the game.
 5. A system as in claim 1, wherein saidinformation indicative of actions includes statistical information aboutsaid games.
 6. A system as in claim 1, wherein said storage unit alsostores video information for game play of the simulated sports game, andsaid game playing computer controls playing said video information aspart of said viewing.
 7. A system as in claim 1, wherein said inputscause changing a characteristic of said actions that occurred duringsaid actual games.
 8. A system as in claim 7, wherein said inputs changepositions of players relative to their positions indicated by saidinformation of actions during the actual game.
 9. A system as in claim1, wherein said sports game is football, and said information isinformation about players in different downs of said football game. 10.A system, comprising: a storage unit, including a non-transitory mediumstoring information indicative of different plays that occurred duringat least one actual football game; an update unit, coupled to saidstorage unit, and receiving new information about newer plays than saiddifferent plays, said new information being about actions that occurredduring newer games of the actual football game which are more recentthan games which already have information in said storage unit, said newinformation stored in said storage unit; and a game playing computer,accepting inputs indicative of controls with a simulated football game,and producing an output that allows viewing the simulated football gamethat is played using: 1) said inputs and also using 2) said informationfrom said storage unit and also using 3) said new information from saidstorage unit, and where said game is also played by running a programusing said computer and using said inputs and using said storage unitwith said non-transitory medium, and said information, and said newinformation.
 11. A system as in claim 10, wherein said information insaid storage unit includes information about movements of each of aplurality of players for the game.
 12. A system as in claim 10, whereinsaid actions comprise positions of different players, each position ofeach different player being at a specific time during each of aplurality of plays.
 13. A system as in claim 10, wherein said actionsinclude an indication of an amount of yardage gain in said footballgame.
 14. A system as in claim 10, wherein said information includesstatistical information about said plays within said newer games.
 15. Asystem as in claim 10, wherein said storage unit also stores videoinformation of the football games associated with said information forthe simulated football game, and said game playing computer controlsplaying said video information as part of said viewing.
 16. A system asin claim 10, wherein said inputs cause changing a characteristic of saidactions that occurred during said actual games.
 17. A system as in claim16, wherein said inputs change positions of players relative to theirpositions indicated by said information during the actual game.
 18. Amethod of playing a game on a computer, comprising: storing informationindicative of actions that occurred during actual games of a sports gameon a non-transitory medium associated with a computer; receiving newinformation about actions that occurred during actual games of thesports game and storing said new information in said non-transitorymedium; and using the computer for playing a game based on saidinformation and said new information by accepting inputs indicative ofgame play of a simulated sports game, and producing an output thatallows viewing the simulated sports game that is played using saidinputs and also using said information from said non-transitory mediumand said new information from said non-transitory medium.
 19. A methodas in claim 18, wherein said actual games are games of team play, andsaid actions include positions of at least multiple different playersduring said sports games at multiple different times during the sportsgame, and indicates whether said players have control of a ball at saidmultiple different times.
 20. A method as in claim 18, wherein saidnon-transitory medium also stores video information for game play of thesimulated sports game, and said game playing computer controls playingsaid video information as part of said viewing.
 21. A method as in claim18, wherein said inputs cause changing a characteristic of said actionsthat occurred during said actual games, and said playing comprisesplaying said game with changed characteristics.
 22. A method as in claim21, wherein said inputs change positions of players relative to theirpositions indicated by said information of actions during the actualgame.